When a property added to an ActorComponent class uses the specifier EditInstanceOnly, the property is editable inside a blueprint with the component rather than only showing up when selecting an ins ...
While Ad Hoc the new features for 4.14, I was testing the feature of converting actors to static meshes. I attempting to convert the cable into a static mesh and I went through the windows and noth ...
When the Windows 10 Chinese Pinyin keyboard is being used to enter text into a context menu in a graph editor and is interrupted by the context menu being closed, the editor freezes and results in a ...
When importing an FBX file with only lights (in this case) via the "Import Into Level" feature this will cause the cook to fail. This can be resolved by adding geometry into the FBX file. ...
When creating a static mesh from a skeletal mesh, the materials will be incorrectly assigned on the static mesh. ...
At line 610 in Linker.cpp, the following declaration is made:UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate)); if (FilenamePkg != Exis ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
It's not possible to configure a BB key selector to accept multiple different types of UObjects. The issue comes from using strings to identify declared key type filters, which doesn't work well fo ...
One-time crash occurred when changing the color value in the Color Picker for a variable. So far I have not been able to reproduce this issue again. ...
In Persona, when disabling a material curve, the viewport will play the curve at the value that it was disabled at, rather than at value 0. The viewport will only show it correctly once Persona is ...